\section{Stephen Kennedy}

% - initial research into use of external libraries
% - setup of Visual Studio project - compilation and integration of external libraries - precompiled headers
% - initial design & coding of basic game code
% - specialisation of DotSceneLoader class to create physics objects as well as graphical objects
% - implementation of all the special features in levels
% - particle effects for pick-ups and teleportation. integration into game
% - refactoring of code for replay / ghost feature
% - resetting / cloning of levels moving objects to allow for replays / ghosts

The main contributions I made to the development of our game were:

\bit

\item Research into the use of external libraries. At the start of the project
this involved getting to know the basics of the Ogre 3D engine and also deciding
on the physics engine we would use - eventually deciding upon Newton Game
Dynamics. As our game developed, I was usually the person who investigated the
advanced features of the libraries that were required. Due to my greater
knowledge of these libraries I also helped out the other group members when
they needed help. (4 weeks)

\item Setup of development environment. This involved setting up the game's
Visual Studio project and organising our shared space so that we could all work
on the game concurrently. I was also responsible for compiling the external
libraries, and integrating them into our project. Later in the project, I 
investigated the use of precompiled header files, in order to speed up the 
build process. (2 weeks)

\item Initial game design. This meant using my knowledge of Ogre to work out how
the core of our game would operate. This included research and integration of
the game state manager, that was integral to our game throughout development. (2
weeks)

\item Research and integration of level creation tools. This meant finding out
about the use of Ogre's \verb_.scene_ files to automatically load a whole scene
from Maya into Ogre. Also involved modification of the DotSceneLoader class so that it
setup our physics objects. (1 week)

\item Implementation of the special objects in the levels. This involved
implementing the required functionality of all the pick-ups in the levels, as
well as teleports, goals, and moving objects. As well as this I was responsible 
for working out how we could tag these special objects from within Maya. (6 weeks)

\item Refactoring of code in order to allow multiple players in the game. This
involved working with Tom to encapsulate all player specific classes into a
Player class. Also wrote code that could clone a Player object (so that more
than one Player could be created) and reset a Player to its initial state (so
that a level could be replayed). (1 week)

\item Creation of particle effects for pick-ups and various visual effects on the
orb. This involved using the Particle Accelerator program to create the particle
scripts and then integrating them into our game as required. For the orb effects
this involved writing some simple animation routines. (1 week)

\item Level development. Near the end of the project I designed some of levels
that were included in the final game. (2 days)

\eit
